Add configurable MSAA anti-aliasing, update auth screen and terrain shader

- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
This commit is contained in:
Kelsi 2026-02-22 02:59:24 -08:00
parent 6d213ad49b
commit e12141a673
54 changed files with 2069 additions and 144 deletions

View file

@ -104,6 +104,8 @@ public:
void clear();
void recreatePipelines();
void setWireframe(bool enabled) { wireframe = enabled; }
void setFrustumCulling(bool enabled) { frustumCullingEnabled = enabled; }
void setFogEnabled(bool enabled) { fogEnabled = enabled; }
@ -139,7 +141,7 @@ private:
// Descriptor pool for material sets
VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
static constexpr uint32_t MAX_MATERIAL_SETS = 8192;
static constexpr uint32_t MAX_MATERIAL_SETS = 16384;
// Loaded terrain chunks
std::vector<TerrainChunkGPU> chunks;